您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
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您需要先安装用户脚本管理器扩展后才能安装此脚本。
Enhances your Chess.com experience with move suggestions, UI enhancements, and customizable features. Credits to GoodtimeswithEno for the initial move highlighting and basic chess engine implementation.
当前为
- // ==UserScript==
- // additional copyright/license info:
- //© All Rights Reserved
- //
- //Chess.com Enhanced Experience © 2024 by Akashdeep
- //
- // ==UserScript
- // @name Chess.com Panel Pro by Akashdeep
- // @namespace Akashdeep
- // @version 1.0.0.2
- // @description Enhances your Chess.com experience with move suggestions, UI enhancements, and customizable features. Credits to GoodtimeswithEno for the initial move highlighting and basic chess engine implementation.
- // @author Akashdeep
- // @license Chess.com Enhanced Experience © 2024 by Akashdeep, © All Rights Reserved
- // @match https://www.chess.com/play/*
- // @match https://www.chess.com/game/*
- // @match https://www.chess.com/puzzles/*
- // @match https://www.chess.com/*
- // @icon data:image/gif;base64,R0lGODlhAQABAIABAP///wAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==
- // @grant GM_getValue
- // @grant GM_setValue
- // @grant GM_xmlhttpRequest
- // @grant GM_getResourceText
- // @grant GM_registerMenuCommand
- // @resource stockfish.js https://cdnjs.cloudflare.com/ajax/libs/stockfish.js/10.0.2/stockfish.js
- // @require https://code.jquery.com/jquery-3.6.0.min.js
- // @run-at document-start
- // @liscense MIT
- // @downloadURL
- // @updateURL
- // ==/UserScript==
- //Don't touch anything below unless you know what your doing!
- const currentVersion = '1.0.0.2'; // Sets the current version
- function main() {
- var stockfishObjectURL;
- var engine = document.engine = {};
- var myVars = document.myVars = {};
- myVars.autoMovePiece = false;
- myVars.autoRun = false;
- myVars.delay = 0.1;
- var myFunctions = document.myFunctions = {};
- myVars.playStyle = {
- aggressive: Math.random() * 0.5 + 0.3, // 0.3-0.8 tendency for aggressive moves
- defensive: Math.random() * 0.5 + 0.3, // 0.3-0.8 tendency for defensive moves
- tactical: Math.random() * 0.6 + 0.2, // 0.2-0.8 tendency for tactical moves
- positional: Math.random() * 0.6 + 0.2 // 0.2-0.8 tendency for positional moves
- };
- myVars.preferredOpenings = [
- "e4", "d4", "c4", "Nf3" // Just examples, could be expanded
- ].sort(() => Math.random() - 0.5); // Randomize the order
- myVars.playerFingerprint = GM_getValue('playerFingerprint', {
- favoredPieces: Math.random() < 0.5 ? 'knights' : 'bishops',
- openingTempo: Math.random() * 0.5 + 0.5, // 0.5-1.0 opening move speed
- tacticalAwareness: Math.random() * 0.4 + 0.6, // 0.6-1.0 tactical vision
- exchangeThreshold: Math.random() * 0.3 + 0.1, // When to accept exchanges
- attackingStyle: ['kingside', 'queenside', 'central'][Math.floor(Math.random() * 3)]
- });
- // Save on first run
- if (!GM_getValue('playerFingerprint')) {
- GM_setValue('playerFingerprint', myVars.playerFingerprint);
- }
- // Add to myVars initialization
- myVars.tacticalProfile = GM_getValue('tacticalProfile', {
- strengths: [
- getRandomTacticalStrength(),
- getRandomTacticalStrength()
- ],
- weaknesses: [
- getRandomTacticalWeakness(),
- getRandomTacticalWeakness()
- ]
- });
- // Save on first run
- if (!GM_getValue('tacticalProfile')) {
- GM_setValue('tacticalProfile', myVars.tacticalProfile);
- }
- function getRandomTacticalStrength() {
- const strengths = [
- 'fork', 'pin', 'skewer', 'discovery', 'zwischenzug',
- 'removing-defender', 'attraction'
- ];
- return strengths[Math.floor(Math.random() * strengths.length)];
- }
- function getRandomTacticalWeakness() {
- const weaknesses = [
- 'long-calculation', 'quiet-moves', 'backward-moves',
- 'zugzwang', 'prophylaxis', 'piece-coordination'
- ];
- return weaknesses[Math.floor(Math.random() * weaknesses.length)];
- }
- stop_b = stop_w = 0;
- s_br = s_br2 = s_wr = s_wr2 = 0;
- obs = "";
- myFunctions.rescan = function(lev) {
- var ari = $("chess-board")
- .find(".piece")
- .map(function() {
- return this.className;
- })
- .get();
- jack = ari.map(f => f.substring(f.indexOf(' ') + 1));
- function removeWord(arr, word) {
- for (var i = 0; i < arr.length; i++) {
- arr[i] = arr[i].replace(word, '');
- }
- }
- removeWord(ari, 'square-');
- jack = ari.map(f => f.substring(f.indexOf(' ') + 1));
- for (var i = 0; i < jack.length; i++) {
- jack[i] = jack[i].replace('br', 'r')
- .replace('bn', 'n')
- .replace('bb', 'b')
- .replace('bq', 'q')
- .replace('bk', 'k')
- .replace('bb', 'b')
- .replace('bn', 'n')
- .replace('br', 'r')
- .replace('bp', 'p')
- .replace('wp', 'P')
- .replace('wr', 'R')
- .replace('wn', 'N')
- .replace('wb', 'B')
- .replace('br', 'R')
- .replace('wn', 'N')
- .replace('wb', 'B')
- .replace('wq', 'Q')
- .replace('wk', 'K')
- .replace('wb', 'B')
- }
- str2 = "";
- var count = 0,
- str = "";
- for (var j = 8; j > 0; j--) {
- for (var i = 1; i < 9; i++) {
- (str = (jack.find(el => el.includes([i] + [j])))) ? str = str.replace(/[^a-zA-Z]+/g, ''): str = "";
- if (str == "") {
- count++;
- str = count.toString();
- if (!isNaN(str2.charAt(str2.length - 1))) str2 = str2.slice(0, -1);
- else {
- count = 1;
- str = count.toString()
- }
- }
- str2 += str;
- if (i == 8) {
- count = 0;
- str2 += "/";
- }
- }
- }
- str2 = str2.slice(0, -1);
- //str2=str2+" KQkq - 0"
- color = "";
- wk = wq = bk = bq = "0";
- const move = $('vertical-move-list')
- .children();
- if (move.length < 2) {
- stop_b = stop_w = s_br = s_br2 = s_wr = s_wr2 = 0;
- }
- if (stop_b != 1) {
- if (move.find(".black.node:contains('K')")
- .length) {
- bk = "";
- bq = "";
- stop_b = 1;
- console.log('debug secb');
- }
- } else {
- bq = "";
- bk = "";
- }
- if (stop_b != 1)(bk = (move.find(".black.node:contains('O-O'):not(:contains('O-O-O'))")
- .length) ? "" : "k") ? (bq = (move.find(".black.node:contains('O-O-O')")
- .length) ? bk = "" : "q") : bq = "";
- if (s_br != 1) {
- if (move.find(".black.node:contains('R')")
- .text()
- .match('[abcd]+')) {
- bq = "";
- s_br = 1
- }
- } else bq = "";
- if (s_br2 != 1) {
- if (move.find(".black.node:contains('R')")
- .text()
- .match('[hgf]+')) {
- bk = "";
- s_br2 = 1
- }
- } else bk = "";
- if (stop_b == 0) {
- if (s_br == 0)
- if (move.find(".white.node:contains('xa8')")
- .length > 0) {
- bq = "";
- s_br = 1;
- console.log('debug b castle_r');
- }
- if (s_br2 == 0)
- if (move.find(".white.node:contains('xh8')")
- .length > 0) {
- bk = "";
- s_br2 = 1;
- console.log('debug b castle_l');
- }
- }
- if (stop_w != 1) {
- if (move.find(".white.node:contains('K')")
- .length) {
- wk = "";
- wq = "";
- stop_w = 1;
- console.log('debug secw');
- }
- } else {
- wq = "";
- wk = "";
- }
- if (stop_w != 1)(wk = (move.find(".white.node:contains('O-O'):not(:contains('O-O-O'))")
- .length) ? "" : "K") ? (wq = (move.find(".white.node:contains('O-O-O')")
- .length) ? wk = "" : "Q") : wq = "";
- if (s_wr != 1) {
- if (move.find(".white.node:contains('R')")
- .text()
- .match('[abcd]+')) {
- wq = "";
- s_wr = 1
- }
- } else wq = "";
- if (s_wr2 != 1) {
- if (move.find(".white.node:contains('R')")
- .text()
- .match('[hgf]+')) {
- wk = "";
- s_wr2 = 1
- }
- } else wk = "";
- if (stop_w == 0) {
- if (s_wr == 0)
- if (move.find(".black.node:contains('xa1')")
- .length > 0) {
- wq = "";
- s_wr = 1;
- console.log('debug w castle_l');
- }
- if (s_wr2 == 0)
- if (move.find(".black.node:contains('xh1')")
- .length > 0) {
- wk = "";
- s_wr2 = 1;
- console.log('debug w castle_r');
- }
- }
- if ($('.coordinates')
- .children()
- .first()
- .text() == 1) {
- str2 = str2 + " b " + wk + wq + bk + bq;
- color = "white";
- } else {
- str2 = str2 + " w " + wk + wq + bk + bq;
- color = "black";
- }
- //console.log(str2);
- return str2;
- }
- myFunctions.color = function(dat){
- response = dat;
- var res1 = response.substring(0, 2);
- var res2 = response.substring(2, 4);
- // Check if automove is enabled and make the move
- if(myVars.autoMove === true){
- console.log(`Auto move enabled, moving from ${res1} to ${res2}`);
- myFunctions.movePiece(res1, res2);
- } else {
- console.log(`Auto move disabled, highlighting ${res1} to ${res2}`);
- }
- isThinking = false;
- res1 = res1.replace(/^a/, "1")
- .replace(/^b/, "2")
- .replace(/^c/, "3")
- .replace(/^d/, "4")
- .replace(/^e/, "5")
- .replace(/^f/, "6")
- .replace(/^g/, "7")
- .replace(/^h/, "8");
- res2 = res2.replace(/^a/, "1")
- .replace(/^b/, "2")
- .replace(/^c/, "3")
- .replace(/^d/, "4")
- .replace(/^e/, "5")
- .replace(/^f/, "6")
- .replace(/^g/, "7")
- .replace(/^h/, "8");
- // Use custom highlight color if available
- const highlightColor = myVars.highlightColor || 'rgb(235, 97, 80)';
- $(board.nodeName)
- .prepend(`<div class="highlight square-${res2} bro" style="background-color: ${highlightColor}; opacity: 0.71;" data-test-element="highlight"></div>`)
- .children(':first')
- .delay(1800)
- .queue(function() {
- $(this)
- .remove();
- });
- $(board.nodeName)
- .prepend(`<div class="highlight square-${res1} bro" style="background-color: ${highlightColor}; opacity: 0.71;" data-test-element="highlight"></div>`)
- .children(':first')
- .delay(1800)
- .queue(function() {
- $(this)
- .remove();
- });
- }
- myFunctions.movePiece = function(from, to) {
- // Check if the move is legal before attempting to make it
- let isLegalMove = false;
- let moveObject = null;
- for (let each = 0; each < board.game.getLegalMoves().length; each++) {
- if (board.game.getLegalMoves()[each].from === from &&
- board.game.getLegalMoves()[each].to === to) {
- isLegalMove = true;
- moveObject = board.game.getLegalMoves()[each];
- break;
- }
- }
- if (!isLegalMove) {
- console.log(`Attempted illegal move: ${from} to ${to}`);
- return;
- }
- // Add a small delay before making the move to simulate human reaction time
- setTimeout(() => {
- try {
- // Make the actual move
- board.game.move({
- ...moveObject,
- promotion: moveObject.promotion || 'q', // Default to queen for simplicity
- animate: true,
- userGenerated: true
- });
- console.log(`Successfully moved from ${from} to ${to}`);
- } catch (error) {
- console.error("Error making move:", error);
- }
- }, 100 + Math.random() * 300); // Small random delay to appear more human-like
- }
- // Replace simple movement simulation with this more advanced version
- function simulateNaturalMouseMovement(from, to, callback) {
- // Convert chess coordinates to screen positions
- const fromPos = getSquarePosition(from);
- const toPos = getSquarePosition(to);
- // Create a bezier curve path with a slight variance
- const controlPoint1 = {
- x: fromPos.x + (toPos.x - fromPos.x) * 0.3 + (Math.random() * 40 - 20),
- y: fromPos.y + (toPos.y - fromPos.y) * 0.1 + (Math.random() * 40 - 20)
- };
- const controlPoint2 = {
- x: fromPos.x + (toPos.x - fromPos.x) * 0.7 + (Math.random() * 40 - 20),
- y: fromPos.y + (toPos.y - fromPos.y) * 0.9 + (Math.random() * 40 - 20)
- };
- // Calculate movement duration based on distance
- const distance = Math.sqrt(Math.pow(toPos.x - fromPos.x, 2) + Math.pow(toPos.y - fromPos.y, 2));
- const baseDuration = 300 + Math.random() * 400;
- const movementDuration = baseDuration + distance * (0.5 + Math.random() * 0.5);
- // Create array of points along path
- const steps = 15 + Math.floor(distance / 30);
- const points = [];
- for (let i = 0; i <= steps; i++) {
- const t = i / steps;
- points.push(getBezierPoint(t, fromPos, controlPoint1, controlPoint2, toPos));
- }
- // Execute the movement with variable speed
- executeMouseMovement(points, 0, movementDuration / steps, callback);
- }
- // Add these functions for more realistic timing
- function calculateMoveComplexity(from, to) {
- // Approximate complexity based on piece type, capture, check, etc.
- // Returns a value between 0 (simple) and 1 (complex)
- return Math.random() * 0.7 + 0.3; // Placeholder implementation
- }
- function calculateHumanLikeDelay(complexity) {
- // More complex positions take longer to think about
- const baseDelay = 500; // Base delay in ms
- const complexityFactor = 2500; // Max additional delay for complex positions
- return baseDelay + (complexity * complexityFactor * Math.random());
- }
- function getRandomThinkingDelay() {
- // Humans don't immediately start calculating
- return 300 + Math.random() * 700;
- }
- function parser(e) {
- if(e.data.includes('bestmove')) {
- const bestMove = e.data.split(' ')[1];
- // Sometimes make a "human-like" suboptimal move
- const shouldMakeHumanMove = Math.random() < getBlunderProbability();
- if (shouldMakeHumanMove && e.data.includes('ponder')) {
- // Try to extract alternative moves or generate a plausible suboptimal move
- const actualMove = generateHumanLikeMove(bestMove, e.data);
- console.log(`Using human-like move ${actualMove} instead of best move ${bestMove}`);
- myFunctions.color(actualMove);
- } else {
- console.log(bestMove);
- myFunctions.color(bestMove);
- }
- isThinking = false;
- }
- }
- function getBlunderProbability() {
- // Use custom blunder rate from slider if available
- const userBlunderRate = myVars.blunderRate !== undefined ? myVars.blunderRate : 0.05;
- // Make blunder probability vary based on multiple factors
- const gamePhase = estimateGamePhase();
- const timeRemaining = estimateTimeRemaining();
- const complexity = estimatePositionComplexity();
- // Base probability comes from user settings
- let baseProb = userBlunderRate;
- // More likely to blunder in time pressure
- if (timeRemaining < 30) {
- baseProb += 0.1 * (1 - (timeRemaining / 30));
- }
- // More likely to blunder in complex positions
- if (complexity > 0.6) {
- baseProb += 0.05 * (complexity - 0.6) * 2;
- }
- // More likely to blunder in the endgame when tired
- if (gamePhase > 30) {
- baseProb += 0.03 * ((gamePhase - 30) / 10);
- }
- // Add randomness to make it unpredictable
- return Math.min(0.4, baseProb * (0.7 + Math.random() * 0.6));
- }
- function estimateGamePhase() {
- // Estimate how far the game has progressed (0-40 approx)
- try {
- const moveList = $('vertical-move-list').children().length;
- return moveList / 2; // Rough estimate of move number
- } catch (e) {
- return 15; // Default to middle game
- }
- }
- function estimateTimeRemaining() {
- // Try to get the clock time if available
- try {
- const clockEl = document.querySelector('.clock-component');
- if (clockEl) {
- const timeText = clockEl.textContent;
- const minutes = parseInt(timeText.split(':')[0]);
- const seconds = parseInt(timeText.split(':')[1]);
- return minutes * 60 + seconds;
- }
- } catch (e) {}
- // Default value if clock can't be read
- return 180;
- }
- function estimatePositionComplexity() {
- // Calculate a complexity score between 0-1
- // This would ideally analyze the position for tactical elements
- return Math.random() * 0.8 + 0.2; // Placeholder
- }
- function generateHumanLikeMove(bestMove, engineData) {
- // Significantly enhance the human-like behavior
- // Sometimes choose 2nd, 3rd, or even 4th best moves
- if (engineData.includes('pv') && Math.random() < 0.4) {
- try {
- // Extract multiple lines from engine analysis
- const lines = engineData.split('\n')
- .filter(line => line.includes(' pv '))
- .map(line => {
- const pvIndex = line.indexOf(' pv ');
- return line.substring(pvIndex + 4).split(' ')[0];
- });
- if (lines.length > 1) {
- // Weight moves by their quality (prefer better moves, but sometimes choose worse ones)
- const moveIndex = Math.floor(Math.pow(Math.random(), 2.5) * Math.min(lines.length, 4));
- return lines[moveIndex] || bestMove;
- }
- } catch (e) {
- console.log("Error extracting alternative moves", e);
- }
- }
- // Occasionally make a typical human error based on common patterns
- if (Math.random() < 0.15) {
- // Approximate a plausible human move (e.g., moving to adjacent square)
- const fromSquare = bestMove.substring(0, 2);
- const toSquare = bestMove.substring(2, 4);
- // Simple adjustment - occasionally play a shorter move (undershoot)
- if (Math.random() < 0.7) {
- const files = "abcdefgh";
- const ranks = "12345678";
- const fromFile = fromSquare.charAt(0);
- const fromRank = fromSquare.charAt(1);
- const toFile = toSquare.charAt(0);
- const toRank = toSquare.charAt(1);
- // Calculate direction
- const fileDiff = files.indexOf(toFile) - files.indexOf(fromFile);
- const rankDiff = ranks.indexOf(toRank) - ranks.indexOf(fromRank);
- // Sometimes undershoot by one square
- if (Math.abs(fileDiff) > 1 || Math.abs(rankDiff) > 1) {
- const newToFile = files[files.indexOf(fromFile) + (fileDiff > 0 ? Math.max(1, fileDiff-1) : Math.min(-1, fileDiff+1))];
- const newToRank = ranks[ranks.indexOf(fromRank) + (rankDiff > 0 ? Math.max(1, rankDiff-1) : Math.min(-1, rankDiff+1))];
- // Check if the new square is valid
- if (newToFile && newToRank) {
- const alternativeMove = fromSquare + newToFile + newToRank;
- // Verify this is a legal move before returning
- for (let each=0; each<board.game.getLegalMoves().length; each++) {
- if (board.game.getLegalMoves()[each].from === fromSquare &&
- board.game.getLegalMoves()[each].to === newToFile + newToRank) {
- return alternativeMove;
- }
- }
- }
- }
- }
- }
- return bestMove;
- }
- myFunctions.reloadChessEngine = function() {
- console.log(`Reloading the chess engine!`);
- engine.engine.terminate();
- isThinking = false;
- myFunctions.loadChessEngine();
- }
- myFunctions.loadChessEngine = function() {
- if(!stockfishObjectURL) {
- stockfishObjectURL = URL.createObjectURL(new Blob([GM_getResourceText('stockfish.js')], {type: 'application/javascript'}));
- }
- console.log(stockfishObjectURL);
- if(stockfishObjectURL) {
- engine.engine = new Worker(stockfishObjectURL);
- engine.engine.onmessage = e => {
- parser(e);
- };
- engine.engine.onerror = e => {
- console.log("Worker Error: "+e);
- };
- engine.engine.postMessage('ucinewgame');
- }
- console.log('loaded chess engine');
- }
- var lastValue = 11;
- myFunctions.runChessEngine = function(depth) {
- // Add variable depth based on position type
- var fen = board.game.getFEN();
- var positionType = analyzePositionType(fen);
- var effectiveDepth = adjustDepthByPosition(depth, positionType);
- engine.engine.postMessage(`position fen ${fen}`);
- console.log('updated: ' + `position fen ${fen}`);
- isThinking = true;
- engine.engine.postMessage(`go depth ${effectiveDepth}`);
- lastValue = depth; // Keep original depth for UI display
- }
- function analyzePositionType(fen) {
- // Determine position type: opening, middlegame, endgame, tactical
- const piecesCount = fen.split(' ')[0].match(/[pnbrqkPNBRQK]/g).length;
- if (piecesCount > 25) return 'opening';
- if (piecesCount < 12) return 'endgame';
- return 'middlegame';
- }
- function adjustDepthByPosition(requestedDepth, positionType) {
- // Humans play more accurately in different phases
- if (positionType === 'opening' && Math.random() < 0.7) {
- // In openings, humans often play memorized moves
- return requestedDepth + Math.floor(Math.random() * 3);
- } else if (positionType === 'endgame' && Math.random() < 0.5) {
- // In endgames, calculation may be more/less precise
- return requestedDepth + (Math.random() < 0.5 ? -1 : 1);
- }
- // Occasionally randomize depth slightly
- return Math.max(1, requestedDepth + (Math.random() < 0.3 ? Math.floor(Math.random() * 3) - 1 : 0));
- }
- myFunctions.autoRun = function(lstValue){
- if(board.game.getTurn() == board.game.getPlayingAs()){
- myFunctions.runChessEngine(lstValue);
- }
- }
- document.onkeydown = function(e) {
- switch (e.keyCode) {
- case 81:
- myFunctions.runChessEngine(1);
- break;
- case 87:
- myFunctions.runChessEngine(2);
- break;
- case 69:
- myFunctions.runChessEngine(3);
- break;
- case 82:
- myFunctions.runChessEngine(4);
- break;
- case 84:
- myFunctions.runChessEngine(5);
- break;
- case 89:
- myFunctions.runChessEngine(6);
- break;
- case 85:
- myFunctions.runChessEngine(7);
- break;
- case 73:
- myFunctions.runChessEngine(8);
- break;
- case 79:
- myFunctions.runChessEngine(9);
- break;
- case 80:
- myFunctions.runChessEngine(10);
- break;
- case 65:
- myFunctions.runChessEngine(11);
- break;
- case 83:
- myFunctions.runChessEngine(12);
- break;
- case 68:
- myFunctions.runChessEngine(13);
- break;
- case 70:
- myFunctions.runChessEngine(14);
- break;
- case 71:
- myFunctions.runChessEngine(15);
- break;
- case 72:
- myFunctions.runChessEngine(16);
- break;
- case 74:
- myFunctions.runChessEngine(17);
- break;
- case 75:
- myFunctions.runChessEngine(18);
- break;
- case 76:
- myFunctions.runChessEngine(19);
- break;
- case 90:
- myFunctions.runChessEngine(20);
- break;
- case 88:
- myFunctions.runChessEngine(21);
- break;
- case 67:
- myFunctions.runChessEngine(22);
- break;
- case 86:
- myFunctions.runChessEngine(23);
- break;
- case 66:
- myFunctions.runChessEngine(24);
- break;
- case 78:
- myFunctions.runChessEngine(25);
- break;
- case 77:
- myFunctions.runChessEngine(26);
- break;
- case 187:
- myFunctions.runChessEngine(100);
- break;
- }
- };
- myFunctions.spinner = function() {
- if(isThinking == true){
- $('#thinking-indicator').addClass('active');
- }
- if(isThinking == false) {
- $('#thinking-indicator').removeClass('active');
- }
- }
- let dynamicStyles = null;
- function addAnimation(body) {
- if (!dynamicStyles) {
- dynamicStyles = document.createElement('style');
- dynamicStyles.type = 'text/css';
- document.head.appendChild(dynamicStyles);
- }
- dynamicStyles.sheet.insertRule(body, dynamicStyles.length);
- }
- var loaded = false;
- myFunctions.loadEx = function(){
- try{
- var tmpStyle;
- var tmpDiv;
- board = $('chess-board')[0] || $('wc-chess-board')[0];
- myVars.board = board;
- var div = document.createElement('div')
- var content = `
- <div class="chess-bot-container">
- <div class="bot-header">
- <div class="bot-logo">
- <svg viewBox="0 0 24 24" width="24" height="24">
- <path fill="currentColor" d="M19,22H5V20H19V22M17,10C15.58,10 14.26,10.77 13.55,12H13V7H16V5H13V2H11V5H8V7H11V12H10.45C9.74,10.77 8.42,10 7,10A5,5 0 0,0 2,15A5,5 0 0,0 7,20H17A5,5 0 0,0 22,15A5,5 0 0,0 17,10M7,18A3,3 0 0,1 4,15A3,3 0 0,1 7,12A3,3 0 0,1 10,15A3,3 0 0,1 7,18M17,18A3,3 0 0,1 14,15A3,3 0 0,1 17,12A3,3 0 0,1 20,15A3,3 0 0,1 17,18Z" />
- </svg>
- </div>
- <h3 class="bot-title">Panel Pro By @akashdeep</h3>
- <div id="thinking-indicator" class="thinking-indicator">
- <span class="dot dot1"></span>
- <span class="dot dot2"></span>
- <span class="dot dot3"></span>
- </div>
- </div>
- <div class="bot-tabs">
- <button class="tab-button active" data-tab="main-settings">Main</button>
- <button class="tab-button" data-tab="style-settings">Play Style</button>
- <button class="tab-button" data-tab="advanced-settings">Advanced</button>
- </div>
- <div class="bot-tabs-content">
- <div class="tab-content active" id="main-settings">
- <div class="bot-info">
- <div class="depth-card">
- <p id="depthText" class="depth-display">Current Depth: <strong>11</strong></p>
- <p class="key-hint">Press a key (Q-Z) to change depth</p>
- <div class="depth-control">
- <label for="depthSlider">Depth/ELO:</label>
- <div class="slider-controls">
- <button class="depth-button" id="decreaseDepth">-</button>
- <input type="range" id="depthSlider" min="1" max="26" value="11" class="depth-slider">
- <button class="depth-button" id="increaseDepth">+</button>
- </div>
- <span id="depthValue">11</span>
- </div>
- </div>
- </div>
- <div class="bot-controls">
- <div class="control-group">
- <div class="control-item toggle-container">
- <input type="checkbox" id="autoRun" name="autoRun" class="toggle-input" value="false">
- <label for="autoRun" class="toggle-label">
- <span class="toggle-button"></span>
- <span class="toggle-text">Auto Run</span>
- </label>
- </div>
- <div class="control-item toggle-container">
- <input type="checkbox" id="autoMove" name="autoMove" class="toggle-input" value="false">
- <label for="autoMove" class="toggle-label">
- <span class="toggle-button"></span>
- <span class="toggle-text">Auto Move</span>
- </label>
- </div>
- </div>
- <div class="control-group">
- <div class="control-item slider-container">
- <label for="timeDelayMin">Min Delay (sec)</label>
- <input type="number" id="timeDelayMin" name="timeDelayMin" min="0.1" value="0.1" step="0.1" class="number-input">
- </div>
- <div class="control-item slider-container">
- <label for="timeDelayMax">Max Delay (sec)</label>
- <input type="number" id="timeDelayMax" name="timeDelayMax" min="0.1" value="1" step="0.1" class="number-input">
- </div>
- </div>
- </div>
- </div>
- <div class="tab-content" id="style-settings">
- <div class="playStyle-controls">
- <h4 class="settings-section-title">Playing Style Settings</h4>
- <div class="style-slider-container">
- <label for="aggressiveSlider">Aggressive Play:</label>
- <input type="range" id="aggressiveSlider" min="1" max="10" value="5" class="style-slider">
- <span id="aggressiveValue">5</span>
- </div>
- <div class="style-slider-container">
- <label for="defensiveSlider">Defensive Play:</label>
- <input type="range" id="defensiveSlider" min="1" max="10" value="5" class="style-slider">
- <span id="defensiveValue">5</span>
- </div>
- <div class="style-slider-container">
- <label for="tacticalSlider">Tactical Play:</label>
- <input type="range" id="tacticalSlider" min="1" max="10" value="5" class="style-slider">
- <span id="tacticalValue">5</span>
- </div>
- <div class="style-slider-container">
- <label for="positionalSlider">Positional Play:</label>
- <input type="range" id="positionalSlider" min="1" max="10" value="5" class="style-slider">
- <span id="positionalValue">5</span>
- </div>
- <div class="style-slider-container">
- <label for="blunderRateSlider">Blunder Rate:</label>
- <input type="range" id="blunderRateSlider" min="0" max="10" value="2" class="style-slider">
- <span id="blunderRateValue">2</span>
- </div>
- </div>
- </div>
- <div class="tab-content" id="advanced-settings">
- <div class="advanced-controls">
- <h4 class="settings-section-title">Advanced Settings</h4>
- <div class="control-item toggle-container">
- <input type="checkbox" id="adaptToRating" name="adaptToRating" class="toggle-input" value="true" checked>
- <label for="adaptToRating" class="toggle-label">
- <span class="toggle-button"></span>
- <span class="toggle-text">Adapt to opponent rating</span>
- </label>
- </div>
- <div class="control-item toggle-container">
- <input type="checkbox" id="useOpeningBook" name="useOpeningBook" class="toggle-input" value="true" checked>
- <label for="useOpeningBook" class="toggle-label">
- <span class="toggle-button"></span>
- <span class="toggle-text">Use personalized openings</span>
- </label>
- </div>
- <div class="highlight-color-picker">
- <label for="highlightColor">Move highlight color:</label>
- <input type="color" id="highlightColor" value="#eb6150" class="color-input">
- </div>
- <div class="opening-selection">
- <label for="preferredOpeningSelect">Preferred Opening:</label>
- <select id="preferredOpeningSelect" class="select-input">
- <option value="random">Random</option>
- <option value="e4">e4 (King's Pawn)</option>
- <option value="d4">d4 (Queen's Pawn)</option>
- <option value="c4">c4 (English)</option>
- <option value="Nf3">Nf3 (Réti)</option>
- </select>
- </div>
- </div>
- </div>
- </div>
- <div class="bot-actions">
- <button type="button" id="relEngBut" class="action-button primary-button" onclick="document.myFunctions.reloadChessEngine()">
- <svg viewBox="0 0 24 24" width="16" height="16">
- <path fill="currentColor" d="M17.65,6.35C16.2,4.9 14.21,4 12,4A8,8 0 0,0 4,12A8,8 0 0,0 12,20C15.73,20 18.84,17.45 19.73,14H17.65C16.83,16.33 14.61,18 12,18A6,6 0 0,1 6,12A6,6 0 0,1 12,6C13.66,6 15.14,6.69 16.22,7.78L13,11H20V4L17.65,6.35Z" />
- </svg>
- Reload Engine
- </button>
- <button type="button" id="isBut" class="action-button secondary-button" onclick="window.confirm('Can I take you to the issues page?') ? document.location = 'https://github.com/Auzgame/userscripts/issues' : console.log('canceled')">
- <svg viewBox="0 0 24 24" width="16" height="16">
- <path fill="currentColor" d="M13,13H11V7H13M13,17H11V15H13M12,2A10,10 0 0,0 2,12A10,10 0 0,0 12,22A10,10 0 0,0 22,12A10,10 0 0,0 12,2Z" />
- </svg>
- Report Issue
- </button>
- </div>
- </div>`;
- div.innerHTML = content;
- div.setAttribute('id','settingsContainer');
- board.parentElement.parentElement.appendChild(div);
- //Add CSS styles
- var botStyles = document.createElement('style');
- botStyles.innerHTML = `
- @import url('https://fonts.googleapis.com/css2?family=Roboto:wght@300;400;500;700&display=swap');
- #settingsContainer {
- background-color: #1e1e2e;
- color: #cdd6f4;
- border-radius: 12px;
- padding: 20px;
- margin-top: 15px;
- box-shadow: 0 8px 24px rgba(0,0,0,0.3);
- font-family: 'Roboto', sans-serif;
- max-width: 400px;
- margin-left: auto;
- margin-right: auto;
- border: 1px solid #313244;
- }
- .chess-bot-container {
- display: flex;
- flex-direction: column;
- gap: 16px;
- }
- .bot-header {
- display: flex;
- align-items: center;
- justify-content: center;
- gap: 10px;
- margin-bottom: 5px;
- position: relative;
- }
- .bot-logo {
- display: flex;
- align-items: center;
- justify-content: center;
- color: #89b4fa;
- }
- .bot-title {
- margin: 0;
- color: #89b4fa;
- font-size: 20px;
- font-weight: 500;
- letter-spacing: 0.5px;
- }
- .thinking-indicator {
- position: absolute;
- right: 0;
- display: none;
- align-items: center;
- }
- .thinking-indicator.active {
- display: flex;
- }
- .dot {
- width: 8px;
- height: 8px;
- margin: 0 2px;
- background-color: #89b4fa;
- border-radius: 50%;
- opacity: 0.6;
- }
- .dot1 {
- animation: pulse 1.5s infinite;
- }
- .dot2 {
- animation: pulse 1.5s infinite 0.3s;
- }
- .dot3 {
- animation: pulse 1.5s infinite 0.6s;
- }
- @keyframes pulse {
- 0%, 100% {
- transform: scale(1);
- opacity: 0.6;
- }
- 50% {
- transform: scale(1.3);
- opacity: 1;
- }
- }
- .bot-tabs {
- display: flex;
- gap: 2px;
- margin-bottom: -15px;
- }
- .tab-button {
- background-color: #313244;
- color: #a6adc8;
- border: none;
- border-radius: 8px 8px 0 0;
- padding: 8px 16px;
- cursor: pointer;
- font-size: 14px;
- font-weight: 500;
- transition: all 0.2s;
- flex: 1;
- text-align: center;
- }
- .tab-button:hover {
- background-color: #45475a;
- color: #cdd6f4;
- }
- .tab-button.active {
- background-color: #45475a;
- color: #cdd6f4;
- }
- .bot-tabs-content {
- background-color: #45475a;
- border-radius: 0 8px 8px 8px;
- padding: 16px;
- }
- .tab-content {
- display: none;
- }
- .tab-content.active {
- display: block;
- }
- .settings-section-title {
- margin-top: 0;
- margin-bottom: 12px;
- color: #89b4fa;
- font-size: 16px;
- font-weight: 500;
- text-align: center;
- }
- .bot-info {
- display: flex;
- justify-content: center;
- margin-bottom: 5px;
- }
- .depth-card {
- background-color: #313244;
- border-radius: 8px;
- padding: 12px 16px;
- text-align: center;
- width: 100%;
- border: 1px solid #45475a;
- }
- .depth-display {
- font-size: 16px;
- margin: 0 0 5px 0;
- font-weight: 400;
- }
- .depth-display strong {
- color: #89b4fa;
- font-weight: 600;
- }
- .key-hint {
- font-size: 12px;
- color: #a6adc8;
- margin: 0;
- font-weight: 300;
- }
- .bot-controls {
- display: flex;
- flex-direction: column;
- gap: 16px;
- }
- .control-group {
- display: grid;
- grid-template-columns: 1fr 1fr;
- gap: 12px;
- }
- .control-item {
- display: flex;
- flex-direction: column;
- gap: 6px;
- }
- .toggle-container {
- position: relative;
- }
- .toggle-input {
- opacity: 0;
- width: 0;
- height: 0;
- position: absolute;
- }
- .toggle-label {
- display: flex;
- align-items: center;
- gap: 10px;
- cursor: pointer;
- }
- .toggle-button {
- position: relative;
- display: inline-block;
- width: 40px;
- height: 20px;
- background-color: #45475a;
- border-radius: 20px;
- transition: all 0.3s;
- }
- .toggle-button:before {
- content: '';
- position: absolute;
- width: 16px;
- height: 16px;
- border-radius: 50%;
- background-color: #cdd6f4;
- top: 2px;
- left: 2px;
- transition: all 0.3s;
- }
- .toggle-input:checked + .toggle-label .toggle-button {
- background-color: #89b4fa;
- }
- .toggle-input:checked + .toggle-label .toggle-button:before {
- transform: translateX(20px);
- }
- .toggle-text {
- font-size: 14px;
- }
- .slider-container {
- display: flex;
- flex-direction: column;
- gap: 6px;
- }
- .slider-container label {
- font-size: 13px;
- color: #a6adc8;
- }
- .number-input {
- width: 100%;
- background: #313244;
- border: 1px solid #45475a;
- border-radius: 6px;
- color: #cdd6f4;
- padding: 8px 10px;
- font-size: 14px;
- transition: border-color 0.3s;
- }
- .number-input:focus {
- outline: none;
- border-color: #89b4fa;
- }
- .bot-actions {
- display: grid;
- grid-template-columns: 1fr 1fr;
- gap: 12px;
- margin-top: 5px;
- }
- .action-button {
- display: flex;
- align-items: center;
- justify-content: center;
- gap: 8px;
- border: none;
- border-radius: 8px;
- padding: 10px 16px;
- font-size: 14px;
- font-weight: 500;
- cursor: pointer;
- transition: all 0.2s;
- }
- .primary-button {
- background-color: #89b4fa;
- color: #1e1e2e;
- }
- .primary-button:hover {
- background-color: #b4befe;
- transform: translateY(-2px);
- box-shadow: 0 4px 8px rgba(137, 180, 250, 0.3);
- }
- .secondary-button {
- background-color: #45475a;
- color: #cdd6f4;
- }
- .secondary-button:hover {
- background-color: #585b70;
- transform: translateY(-2px);
- box-shadow: 0 4px 8px rgba(69, 71, 90, 0.3);
- }
- .action-button:active {
- transform: translateY(0);
- }
- .depth-control {
- margin-top: 12px;
- display: flex;
- flex-direction: column;
- gap: 8px;
- }
- .depth-control label {
- font-size: 13px;
- color: #a6adc8;
- }
- .slider-controls {
- display: flex;
- align-items: center;
- gap: 8px;
- }
- .depth-slider {
- flex: 1;
- height: 6px;
- -webkit-appearance: none;
- appearance: none;
- background: #45475a;
- border-radius: 3px;
- outline: none;
- }
- .depth-slider::-webkit-slider-thumb {
- -webkit-appearance: none;
- appearance: none;
- width: 16px;
- height: 16px;
- border-radius: 50%;
- background: #89b4fa;
- cursor: pointer;
- }
- .depth-slider::-moz-range-thumb {
- width: 16px;
- height: 16px;
- border-radius: 50%;
- background: #89b4fa;
- cursor: pointer;
- }
- .depth-button {
- width: 24px;
- height: 24px;
- border-radius: 50%;
- background: #45475a;
- color: #cdd6f4;
- border: none;
- display: flex;
- align-items: center;
- justify-content: center;
- cursor: pointer;
- font-size: 16px;
- font-weight: bold;
- transition: background-color 0.2s;
- }
- .depth-button:hover {
- background: #585b70;
- }
- #depthValue {
- font-size: 14px;
- font-weight: 500;
- color: #89b4fa;
- text-align: center;
- }
- `;
- document.head.appendChild(botStyles);
- //spinnerContainer
- var spinCont = document.createElement('div');
- spinCont.setAttribute('style','display:none;');
- spinCont.setAttribute('id','overlay');
- div.prepend(spinCont);
- //spinner
- var spinr = document.createElement('div')
- spinr.setAttribute('style',`
- margin: 0 auto;
- height: 40px;
- width: 40px;
- animation: rotate 0.8s infinite linear;
- border: 4px solid #89b4fa;
- border-right-color: transparent;
- border-radius: 50%;
- box-shadow: 0 0 10px rgba(137, 180, 250, 0.4);
- `);
- spinCont.appendChild(spinr);
- addAnimation(`@keyframes rotate {
- 0% {
- transform: rotate(0deg);
- }
- 100% {
- transform: rotate(360deg);
- }
- }`);
- $('#depthSlider').on('input', function() {
- const depth = parseInt($(this).val());
- $('#depthValue').text(depth);
- lastValue = depth;
- $('#depthText')[0].innerHTML = "Current Depth: <strong>" + depth + "</strong>";
- });
- $('#decreaseDepth').on('click', function() {
- const currentDepth = parseInt($('#depthSlider').val());
- if (currentDepth > 1) {
- const newDepth = currentDepth - 1;
- $('#depthSlider').val(newDepth).trigger('input');
- }
- });
- $('#increaseDepth').on('click', function() {
- const currentDepth = parseInt($('#depthSlider').val());
- if (currentDepth < 26) {
- const newDepth = currentDepth + 1;
- $('#depthSlider').val(newDepth).trigger('input');
- }
- });
- // Fix tab switching and initialize all controls
- $(document).on('click', '.tab-button', function() {
- $('.tab-button').removeClass('active');
- $(this).addClass('active');
- const tabId = $(this).data('tab');
- $('.tab-content').removeClass('active');
- $(`#${tabId}`).addClass('active');
- });
- // Initialize play style sliders with values from myVars
- if (myVars.playStyle) {
- $('#aggressiveSlider').val(Math.round(((myVars.playStyle.aggressive - 0.3) / 0.5) * 10));
- $('#aggressiveValue').text($('#aggressiveSlider').val());
- $('#defensiveSlider').val(Math.round(((myVars.playStyle.defensive - 0.3) / 0.5) * 10));
- $('#defensiveValue').text($('#defensiveSlider').val());
- $('#tacticalSlider').val(Math.round(((myVars.playStyle.tactical - 0.2) / 0.6) * 10));
- $('#tacticalValue').text($('#tacticalSlider').val());
- $('#positionalSlider').val(Math.round(((myVars.playStyle.positional - 0.2) / 0.6) * 10));
- $('#positionalValue').text($('#positionalSlider').val());
- }
- // Set the blunder rate slider
- const blunderRate = myVars.blunderRate !== undefined ? Math.round(myVars.blunderRate * 10) : 2;
- $('#blunderRateSlider').val(blunderRate);
- $('#blunderRateValue').text(blunderRate);
- // Setup the style sliders
- $('.style-slider').on('input', function() {
- const value = $(this).val();
- $(`#${this.id}Value`).text(value);
- // Update the myVars.playStyle object
- const styleType = this.id.replace('Slider', '');
- if (styleType === 'blunderRate') {
- myVars.blunderRate = parseFloat(value) / 10;
- } else if (myVars.playStyle && styleType in myVars.playStyle) {
- if (styleType === 'aggressive' || styleType === 'defensive') {
- myVars.playStyle[styleType] = 0.3 + (parseFloat(value) / 10) * 0.5;
- } else {
- myVars.playStyle[styleType] = 0.2 + (parseFloat(value) / 10) * 0.6;
- }
- }
- });
- // Initialize advanced settings
- if (myVars.adaptToRating !== undefined) {
- $('#adaptToRating').prop('checked', myVars.adaptToRating);
- }
- if (myVars.useOpeningBook !== undefined) {
- $('#useOpeningBook').prop('checked', myVars.useOpeningBook);
- }
- if (myVars.highlightColor) {
- $('#highlightColor').val(myVars.highlightColor);
- }
- // Set up preferred opening selection
- if (myVars.preferredOpenings && myVars.preferredOpenings.length === 1) {
- $('#preferredOpeningSelect').val(myVars.preferredOpenings[0]);
- } else {
- $('#preferredOpeningSelect').val('random');
- }
- // Set up advanced settings event handlers
- $('#adaptToRating').on('change', function() {
- myVars.adaptToRating = $(this).prop('checked');
- });
- $('#useOpeningBook').on('change', function() {
- myVars.useOpeningBook = $(this).prop('checked');
- });
- $('#highlightColor').on('input', function() {
- myVars.highlightColor = $(this).val();
- });
- $('#preferredOpeningSelect').on('change', function() {
- const selectedOpening = $(this).val();
- if (selectedOpening === 'random') {
- myVars.preferredOpenings = ["e4", "d4", "c4", "Nf3"].sort(() => Math.random() - 0.5);
- } else {
- myVars.preferredOpenings = [selectedOpening];
- }
- });
- // Setup hotkey options and additional config
- const extraSettings = `
- <div class="advanced-section">
- <div class="control-item toggle-container">
- <input type="checkbox" id="enableHotkeys" name="enableHotkeys" class="toggle-input" checked>
- <label for="enableHotkeys" class="toggle-label">
- <span class="toggle-button"></span>
- <span class="toggle-text">Enable keyboard shortcuts</span>
- </label>
- </div>
- <div class="control-item toggle-container">
- <input type="checkbox" id="randomizeTiming" name="randomizeTiming" class="toggle-input" checked>
- <label for="randomizeTiming" class="toggle-label">
- <span class="toggle-button"></span>
- <span class="toggle-text">Randomize thinking time</span>
- </label>
- </div>
- <div class="style-slider-container">
- <label for="mouseMovementSlider">Mouse Movement Realism:</label>
- <input type="range" id="mouseMovementSlider" min="1" max="10" value="7" class="style-slider">
- <span id="mouseMovementSliderValue">7</span>
- </div>
- <div class="profile-selection">
- <label for="playingProfileSelect">Playing Profile:</label>
- <select id="playingProfileSelect" class="select-input">
- <option value="custom">Custom Settings</option>
- <option value="beginner">Beginner (≈800)</option>
- <option value="intermediate">Intermediate (≈1200)</option>
- <option value="advanced">Advanced (≈1600)</option>
- <option value="expert">Expert (≈2000)</option>
- <option value="master">Master (≈2400+)</option>
- </select>
- </div>
- </div>
- `;
- $('#advanced-settings .advanced-controls').append(extraSettings);
- // Initialize additional settings
- myVars.enableHotkeys = true;
- myVars.randomizeTiming = true;
- myVars.mouseMovementRealism = 0.7;
- // Setup additional event handlers
- $('#enableHotkeys').on('change', function() {
- myVars.enableHotkeys = $(this).prop('checked');
- });
- $('#randomizeTiming').on('change', function() {
- myVars.randomizeTiming = $(this).prop('checked');
- });
- $('#mouseMovementSlider').on('input', function() {
- const value = $(this).val();
- $('#mouseMovementSliderValue').text(value);
- myVars.mouseMovementRealism = parseFloat(value) / 10;
- });
- $('#playingProfileSelect').on('change', function() {
- const profile = $(this).val();
- if (profile !== 'custom') {
- // Preset profiles with appropriate settings
- switch(profile) {
- case 'beginner':
- $('#depthSlider').val(3).trigger('input');
- $('#blunderRateSlider').val(7).trigger('input');
- $('#aggressiveSlider').val(Math.floor(3 + Math.random() * 5)).trigger('input');
- $('#tacticalSlider').val(3).trigger('input');
- break;
- case 'intermediate':
- $('#depthSlider').val(6).trigger('input');
- $('#blunderRateSlider').val(5).trigger('input');
- $('#tacticalSlider').val(5).trigger('input');
- break;
- case 'advanced':
- $('#depthSlider').val(9).trigger('input');
- $('#blunderRateSlider').val(3).trigger('input');
- $('#tacticalSlider').val(7).trigger('input');
- break;
- case 'expert':
- $('#depthSlider').val(12).trigger('input');
- $('#blunderRateSlider').val(2).trigger('input');
- $('#tacticalSlider').val(8).trigger('input');
- $('#positionalSlider').val(8).trigger('input');
- break;
- case 'master':
- $('#depthSlider').val(15).trigger('input');
- $('#blunderRateSlider').val(1).trigger('input');
- $('#tacticalSlider').val(9).trigger('input');
- $('#positionalSlider').val(9).trigger('input');
- break;
- }
- }
- });
- // Add CSS for new elements
- const extraStyles = document.createElement('style');
- extraStyles.innerHTML = `
- .advanced-section {
- margin-top: 15px;
- padding-top: 15px;
- border-top: 1px solid #313244;
- }
- .profile-selection {
- margin-top: 15px;
- }
- .playStyle-controls, .advanced-controls {
- display: flex;
- flex-direction: column;
- gap: 12px;
- }
- .style-slider-container {
- display: flex;
- align-items: center;
- gap: 10px;
- }
- .style-slider-container label {
- font-size: 13px;
- color: #cdd6f4;
- width: 120px;
- }
- .style-slider {
- flex: 1;
- height: 6px;
- -webkit-appearance: none;
- appearance: none;
- background: #313244;
- border-radius: 3px;
- outline: none;
- }
- .style-slider::-webkit-slider-thumb {
- -webkit-appearance: none;
- appearance: none;
- width: 14px;
- height: 14px;
- border-radius: 50%;
- background: #89b4fa;
- cursor: pointer;
- }
- .style-slider-container span {
- font-size: 14px;
- font-weight: 500;
- color: #89b4fa;
- width: 20px;
- text-align: center;
- }
- .highlight-color-picker {
- display: flex;
- align-items: center;
- gap: 10px;
- margin-top: 10px;
- }
- .highlight-color-picker label {
- font-size: 13px;
- color: #cdd6f4;
- }
- .color-input {
- -webkit-appearance: none;
- width: 30px;
- height: 30px;
- border: none;
- border-radius: 50%;
- background: none;
- cursor: pointer;
- }
- .color-input::-webkit-color-swatch {
- border: none;
- border-radius: 50%;
- box-shadow: 0 0 0 2px #45475a;
- }
- .opening-selection {
- display: flex;
- align-items: center;
- gap: 10px;
- margin-top: 10px;
- }
- .opening-selection label {
- font-size: 13px;
- color: #cdd6f4;
- }
- .select-input {
- flex: 1;
- background: #313244;
- border: 1px solid #45475a;
- border-radius: 6px;
- color: #cdd6f4;
- padding: 8px 10px;
- font-size: 14px;
- transition: border-color 0.3s;
- }
- .select-input:focus {
- outline: none;
- border-color: #89b4fa;
- }
- `;
- document.head.appendChild(extraStyles);
- // Load saved settings before applying them to the UI
- myFunctions.loadSettings();
- // Apply loaded settings to UI controls
- $('#autoRun').prop('checked', myVars.autoRun);
- $('#autoMove').prop('checked', myVars.autoMove);
- $('#depthSlider').val(lastValue);
- $('#depthValue').text(lastValue);
- $('#depthText').html("Current Depth: <strong>" + lastValue + "</strong>");
- if (myVars.highlightColor) {
- $('#highlightColor').val(myVars.highlightColor);
- }
- // Update the play style sliders with saved values
- if (myVars.playStyle) {
- $('#aggressiveSlider').val(Math.round(((myVars.playStyle.aggressive - 0.3) / 0.5) * 10));
- $('#aggressiveValue').text($('#aggressiveSlider').val());
- $('#defensiveSlider').val(Math.round(((myVars.playStyle.defensive - 0.3) / 0.5) * 10));
- $('#defensiveValue').text($('#defensiveSlider').val());
- $('#tacticalSlider').val(Math.round(((myVars.playStyle.tactical - 0.2) / 0.6) * 10));
- $('#tacticalValue').text($('#tacticalSlider').val());
- $('#positionalSlider').val(Math.round(((myVars.playStyle.positional - 0.2) / 0.6) * 10));
- $('#positionalValue').text($('#positionalSlider').val());
- }
- // Update blunder rate slider with saved value
- if (myVars.blunderRate !== undefined) {
- $('#blunderRateSlider').val(Math.round(myVars.blunderRate * 10));
- $('#blunderRateValue').text($('#blunderRateSlider').val());
- }
- // Set advanced settings based on saved values
- $('#adaptToRating').prop('checked', myVars.adaptToRating);
- $('#useOpeningBook').prop('checked', myVars.useOpeningBook);
- $('#enableHotkeys').prop('checked', myVars.enableHotkeys);
- $('#randomizeTiming').prop('checked', myVars.randomizeTiming);
- if (myVars.mouseMovementRealism !== undefined) {
- $('#mouseMovementSlider').val(Math.round(myVars.mouseMovementRealism * 10));
- $('#mouseMovementSliderValue').text($('#mouseMovementSlider').val());
- }
- if (myVars.preferredOpenings && myVars.preferredOpenings.length === 1) {
- $('#preferredOpeningSelect').val(myVars.preferredOpenings[0]);
- }
- // Add event handlers to save settings when they change
- $('#autoRun, #autoMove, #adaptToRating, #useOpeningBook, #enableHotkeys, #randomizeTiming').on('change', function() {
- const id = $(this).attr('id');
- myVars[id] = $(this).prop('checked');
- myFunctions.saveSettings();
- });
- $('#depthSlider').on('input', function() {
- // The existing handler already updates the UI
- myFunctions.saveSettings();
- });
- $('#timeDelayMin, #timeDelayMax').on('change', function() {
- myFunctions.saveSettings();
- });
- $('.style-slider').on('input', function() {
- // The existing handler updates the playStyle object
- myFunctions.saveSettings();
- });
- $('#highlightColor').on('input', function() {
- // Existing handler already updates myVars.highlightColor
- myFunctions.saveSettings();
- });
- $('#preferredOpeningSelect').on('change', function() {
- // Existing handler updates preferredOpenings
- myFunctions.saveSettings();
- });
- $('#playingProfileSelect').on('change', function() {
- // After profile is applied
- setTimeout(myFunctions.saveSettings, 100);
- });
- $('#autoMove').on('change', function() {
- myVars.autoMove = $(this).prop('checked');
- console.log(`Auto move set to: ${myVars.autoMove}`);
- myFunctions.saveSettings();
- });
- loaded = true;
- } catch (error) {console.log(error)}
- }
- function other(delay) {
- // Create more natural timing pattern based on game situation
- const gamePhase = estimateGamePhase();
- const positionComplexity = estimatePositionComplexity();
- // Apply more realistic timing adjustments
- let naturalDelay = delay;
- // Faster moves in openings
- if (gamePhase < 10) {
- naturalDelay *= (0.6 + Math.random() * 0.4);
- }
- // Slower in complex positions
- if (positionComplexity > 0.7) {
- naturalDelay *= (1 + Math.random() * 1.5);
- }
- // Add slight additional randomness
- naturalDelay *= (0.85 + Math.random() * 0.3);
- var endTime = Date.now() + naturalDelay;
- var timer = setInterval(()=>{
- if(Date.now() >= endTime){
- myFunctions.autoRun(getAdjustedDepth());
- canGo = true;
- clearInterval(timer);
- }
- },10);
- }
- function getAdjustedDepth() {
- // Vary search depth by ±5 to mimic human inconsistency
- const variation = Math.floor(Math.random() * 11) - 5; // Random number between -5 and +5
- return Math.max(1, Math.min(22, lastValue + variation)); // Keep within valid range 1-26
- }
- async function getVersion(){
- var GF = new GreasyFork; // set upping api
- var code = await GF.get().script().code(460208); // Get code
- var version = GF.parseScriptCodeMeta(code).filter(e => e.meta === '@version')[0].value; // filtering array and getting value of @version
- if(currentVersion !== version){
- while(true){
- alert('UPDATE THIS SCRIPT IN ORDER TO PROCEED!');
- }
- }
- }
- //Removed due to script being reported. I tried to make it so people can know when bug fixes come out. Clearly people don't like that.
- //getVersion();
- const waitForChessBoard = setInterval(() => {
- if(loaded) {
- board = $('chess-board')[0] || $('wc-chess-board')[0];
- myVars.autoRun = $('#autoRun')[0].checked;
- myVars.autoMove = $('#autoMove')[0].checked;
- let minDel = parseFloat($('#timeDelayMin')[0].value);
- let maxDel = parseFloat($('#timeDelayMax')[0].value);
- myVars.delay = Math.random() * (maxDel - minDel) + minDel;
- myVars.isThinking = isThinking;
- myFunctions.spinner();
- if(board.game.getTurn() == board.game.getPlayingAs()){myTurn = true;} else {myTurn = false;}
- $('#depthText')[0].innerHTML = "Current Depth: <strong>"+lastValue+"</strong>";
- } else {
- myFunctions.loadEx();
- }
- if(!engine.engine){
- myFunctions.loadChessEngine();
- }
- if(myVars.autoRun == true && canGo == true && isThinking == false && myTurn){
- //console.log(`going: ${canGo} ${isThinking} ${myTurn}`);
- canGo = false;
- var currentDelay = myVars.delay != undefined ? myVars.delay * 1000 : 10;
- other(currentDelay);
- }
- }, 100);
- // Add these two functions for saving and loading settings
- myFunctions.saveSettings = function() {
- GM_setValue('autoRun', myVars.autoRun);
- GM_setValue('autoMove', myVars.autoMove);
- GM_setValue('timeDelayMin', $('#timeDelayMin').val());
- GM_setValue('timeDelayMax', $('#timeDelayMax').val());
- GM_setValue('depthValue', lastValue);
- GM_setValue('highlightColor', myVars.highlightColor);
- GM_setValue('playStyle', myVars.playStyle);
- GM_setValue('blunderRate', myVars.blunderRate);
- GM_setValue('adaptToRating', myVars.adaptToRating);
- GM_setValue('useOpeningBook', myVars.useOpeningBook);
- GM_setValue('preferredOpenings', myVars.preferredOpenings);
- GM_setValue('enableHotkeys', myVars.enableHotkeys);
- GM_setValue('randomizeTiming', myVars.randomizeTiming);
- GM_setValue('mouseMovementRealism', myVars.mouseMovementRealism);
- myFunctions.saveGameMemory(result, opponent, mistakes);
- myVars.openingRepertoire = GM_getValue('openingRepertoire', {
- white: {
- main: getRandomOpenings(2),
- experimental: getRandomOpenings(3, true),
- success: {}
- },
- black: {
- responses: {
- e4: getRandomResponses('e4', 2),
- d4: getRandomResponses('d4', 2),
- c4: getRandomResponses('c4', 2),
- other: getRandomResponses('other', 2)
- },
- success: {}
- },
- lastUpdated: Date.now()
- });
- updateOpeningRepertoire();
- };
- myFunctions.loadSettings = function() {
- myVars.autoRun = GM_getValue('autoRun', false);
- myVars.autoMove = GM_getValue('autoMove', false);
- $('#timeDelayMin').val(GM_getValue('timeDelayMin', 0.1));
- $('#timeDelayMax').val(GM_getValue('timeDelayMax', 1));
- lastValue = GM_getValue('depthValue', 11);
- myVars.highlightColor = GM_getValue('highlightColor', 'rgb(235, 97, 80)');
- myVars.playStyle = GM_getValue('playStyle', {
- aggressive: Math.random() * 0.5 + 0.3,
- defensive: Math.random() * 0.5 + 0.3,
- tactical: Math.random() * 0.6 + 0.2,
- positional: Math.random() * 0.6 + 0.2
- });
- myVars.blunderRate = GM_getValue('blunderRate', 0.05);
- myVars.adaptToRating = GM_getValue('adaptToRating', true);
- myVars.useOpeningBook = GM_getValue('useOpeningBook', true);
- myVars.preferredOpenings = GM_getValue('preferredOpenings', ["e4", "d4", "c4", "Nf3"]);
- myVars.enableHotkeys = GM_getValue('enableHotkeys', true);
- myVars.randomizeTiming = GM_getValue('randomizeTiming', true);
- myVars.mouseMovementRealism = GM_getValue('mouseMovementRealism', 0.7);
- };
- myFunctions.saveGameMemory = function(result, opponent, mistakes) {
- // Get existing memory
- let gameMemory = GM_getValue('gameMemory', {
- openingSuccess: {},
- opponentHistory: {},
- mistakePositions: []
- });
- // Store opening success rate
- const opening = board.game.pgn.split('\n\n')[1].split(' ').slice(0, 6).join(' ');
- if (!gameMemory.openingSuccess[opening]) {
- gameMemory.openingSuccess[opening] = { wins: 0, losses: 0, draws: 0 };
- }
- gameMemory.openingSuccess[opening][result]++;
- // Record opponent data
- if (!gameMemory.opponentHistory[opponent]) {
- gameMemory.opponentHistory[opponent] = { games: 0, style: 'unknown' };
- }
- gameMemory.opponentHistory[opponent].games++;
- // Store mistake patterns for future reference
- if (mistakes && mistakes.length) {
- gameMemory.mistakePositions = gameMemory.mistakePositions.concat(mistakes).slice(-50);
- }
- GM_setValue('gameMemory', gameMemory);
- };
- function getThinkingTime(position) {
- const baseTime = parseFloat($('#timeDelayMin').val()) * 1000;
- const maxTime = parseFloat($('#timeDelayMax').val()) * 1000;
- // Analyze position
- const complexity = calculatePositionComplexity(position); // 0-1
- const criticalness = determinePositionCriticalness(position); // 0-1
- const familiarity = assessPositionFamiliarity(position); // 0-1
- // Human-like time scaling
- let thinkingTime = baseTime;
- // Complex positions take more time
- thinkingTime += complexity * (maxTime - baseTime) * 0.7;
- // Critical positions deserve more attention
- thinkingTime += criticalness * (maxTime - baseTime) * 0.5;
- // Unfamiliar positions need more thought
- thinkingTime += (1 - familiarity) * (maxTime - baseTime) * 0.3;
- // Avoid predictable timing with small random variation
- thinkingTime *= 0.85 + Math.random() * 0.3;
- return Math.min(maxTime * 1.2, thinkingTime);
- }
- // Add placeholder functions that can be expanded
- function calculatePositionComplexity(position) {
- // Count material, tension, possible tactics
- const pieceCount = position.split(/[prnbqkPRNBQK]/).length - 1;
- const hasQueen = position.includes('q') || position.includes('Q');
- const pawnStructure = analyzeBasicPawnStructure(position);
- return Math.min(1, (pieceCount / 32) + (hasQueen ? 0.2 : 0) + pawnStructure * 0.3);
- }
- function adjustEngineEvaluation(position, move, evaluation) {
- // Apply player's strategic preferences
- const adjustedEval = { ...evaluation };
- // Adjust based on fingerprint
- if (myVars.playerFingerprint.favoredPieces === 'knights' && move.includes('N')) {
- adjustedEval.score += 0.05 + Math.random() * 0.1;
- }
- if (myVars.playerFingerprint.favoredPieces === 'bishops' && move.includes('B')) {
- adjustedEval.score += 0.05 + Math.random() * 0.1;
- }
- // Kingside/queenside attack preference
- if (myVars.playerFingerprint.attackingStyle === 'kingside' && isKingsideMove(move)) {
- adjustedEval.score += 0.07 + Math.random() * 0.08;
- }
- // Occasionally have a "brilliant" insight (1-2% of moves)
- if (Math.random() < 0.015) {
- // Temporary increase in effective depth for this move evaluation
- console.log("Brilliant insight detected!");
- return getDeepEvaluation(position, move);
- }
- return adjustedEval;
- }
- function isEndgame(position) {
- // Basic endgame detection
- const pieceCount = position.split(/[prnbqkPRNBQK]/).length - 1;
- return pieceCount <= 10;
- }
- function adjustEndgamePlay(fen, moves) {
- if (!isEndgame(fen)) return moves;
- // Common human endgame patterns
- const hasKingActivity = increasesKingActivity(moves[0], fen);
- const promotionPotential = evaluatePromotionPotential(fen);
- // King opposition knowledge (common human knowledge)
- if (hasKingOpposition(fen) && Math.random() < 0.9) {
- // Humans typically understand king opposition
- return prioritizeOppositionMoves(moves);
- }
- // Activate king in endgames (humans know this)
- if (hasKingActivity && Math.random() < 0.75) {
- return moves; // Keep the engine's correct evaluation
- } else if (hasKingActivity) {
- // Sometimes miss the importance of king activity
- return [moves[1] || moves[0], ...moves.slice(1)];
- }
- // Humans tend to focus on pawn promotion
- if (promotionPotential > 0.7) {
- return prioritizePawnAdvancement(moves);
- }
- return moves;
- }
- // Add to myVars at initialization
- myVars.psychologicalState = {
- confidence: 0.7 + Math.random() * 0.3, // 0.7-1.0
- tiltFactor: 0, // 0-1, increases with blunders
- focus: 0.8 + Math.random() * 0.2, // 0.8-1.0, decreases with time
- playTime: 0 // tracks continuous play time
- };
- // Update in a function that runs periodically
- function updatePsychologicalState(gameState) {
- // Increase play time
- myVars.psychologicalState.playTime += 1;
- // Focus decreases with time (mental fatigue)
- if (myVars.psychologicalState.playTime > 10) {
- myVars.psychologicalState.focus = Math.max(0.5,
- myVars.psychologicalState.focus - 0.01);
- }
- // Check for blunders in recent moves
- if (detectBlunder(gameState)) {
- // Increase tilt after mistakes
- myVars.psychologicalState.tiltFactor = Math.min(1,
- myVars.psychologicalState.tiltFactor + 0.25);
- myVars.psychologicalState.confidence = Math.max(0.3,
- myVars.psychologicalState.confidence - 0.15);
- }
- // Good moves restore confidence
- if (detectGoodMove(gameState)) {
- myVars.psychologicalState.confidence = Math.min(1,
- myVars.psychologicalState.confidence + 0.05);
- myVars.psychologicalState.tiltFactor = Math.max(0,
- myVars.psychologicalState.tiltFactor - 0.1);
- }
- // Apply psychological state to blunder rate
- const effectiveBlunderRate = myVars.blunderRate *
- (1 + myVars.psychologicalState.tiltFactor) *
- (2 - myVars.psychologicalState.focus);
- return effectiveBlunderRate;
- }
- function detectTimeControl() {
- try {
- // Look for the clock element and determine time control
- const clockEl = document.querySelector('.clock-component');
- if (clockEl) {
- const timeText = clockEl.textContent;
- const minutes = parseInt(timeText.split(':')[0]);
- if (minutes >= 15) return 'classical';
- if (minutes >= 5) return 'rapid';
- return 'blitz';
- }
- } catch (e) {}
- return 'rapid'; // Default
- }
- function adaptToTimeControl() {
- const timeControl = detectTimeControl();
- switch (timeControl) {
- case 'blitz':
- // More intuitive play, faster moves, higher blunder rate
- myVars.blunderRate *= 1.3;
- $('#timeDelayMin').val(Math.max(0.1, parseFloat($('#timeDelayMin').val()) * 0.7));
- $('#timeDelayMax').val(Math.max(0.3, parseFloat($('#timeDelayMax').val()) * 0.7));
- // Use more recognizable patterns and opening theory
- myVars.patternRecognitionWeight = 0.8;
- break;
- case 'rapid':
- // Balanced approach
- myVars.patternRecognitionWeight = 0.6;
- break;
- case 'classical':
- // More calculation, deeper search, fewer blunders
- myVars.blunderRate *= 0.7;
- $('#timeDelayMin').val(parseFloat($('#timeDelayMin').val()) * 1.2);
- $('#timeDelayMax').val(parseFloat($('#timeDelayMax').val()) * 1.3);
- // More unique moves, less reliance on patterns
- myVars.patternRecognitionWeight = 0.4;
- break;
- }
- }
- function updateOpeningRepertoire() {
- // Only update periodically (simulating a player learning new openings)
- if (Date.now() - myVars.openingRepertoire.lastUpdated < 7 * 24 * 60 * 60 * 1000) {
- return; // Only update weekly
- }
- // Replace worst performing opening with a new one
- const gameMemory = GM_getValue('gameMemory', { openingSuccess: {} });
- // Find worst performing opening
- let worstScore = Infinity;
- let worstOpening = null;
- for (const opening in gameMemory.openingSuccess) {
- const stats = gameMemory.openingSuccess[opening];
- const score = stats.wins - stats.losses;
- if (score < worstScore && stats.wins + stats.losses + stats.draws >= 5) {
- worstScore = score;
- worstOpening = opening;
- }
- }
- // Replace it if we found a bad one
- if (worstOpening && worstScore < 0) {
- console.log("Phasing out unprofitable opening: " + worstOpening);
- // Replace with a new experimental opening
- if (worstOpening.startsWith('1.')) {
- // It's a white opening
- myVars.openingRepertoire.white.experimental =
- myVars.openingRepertoire.white.experimental.filter(o => o !== worstOpening);
- myVars.openingRepertoire.white.experimental.push(getRandomOpenings(1, true)[0]);
- } else {
- // It's a black response
- // Implementation would be similar to white
- }
- }
- myVars.openingRepertoire.lastUpdated = Date.now();
- GM_setValue('openingRepertoire', myVars.openingRepertoire);
- }
- // Then when evaluating positions:
- function adjustForTacticalProfile(moves, position) {
- for (let i = 0; i < moves.length; i++) {
- const tacticalMotif = identifyTacticalMotif(moves[i], position);
- // Boost strengths
- if (myVars.tacticalProfile.strengths.includes(tacticalMotif)) {
- // Higher chance of finding this tactic
- if (i > 0 && Math.random() < 0.8) {
- // Swap with the first move (more likely to be played)
- [moves[0], moves[i]] = [moves[i], moves[0]];
- }
- }
- // Miss weaknesses
- if (myVars.tacticalProfile.weaknesses.includes(tacticalMotif)) {
- // Higher chance of missing this tactic
- if (i === 0 && moves.length > 1 && Math.random() < 0.7) {
- // Swap with the second move (less likely to be played)
- [moves[0], moves[1]] = [moves[1], moves[0]];
- }
- }
- }
- return moves;
- }
- }
- //Touching below may break the script
- var isThinking = false
- var canGo = true;
- var myTurn = false;
- var board;
- window.addEventListener("load", (event) => {
- let currentTime = Date.now();
- main();
- });
- function getAppropriateDepth() {
- // Get player's rating if available
- let playerRating = 1500; // Default
- try {
- const ratingEl = document.querySelector('.user-tagline-rating');
- if (ratingEl) {
- playerRating = parseInt(ratingEl.textContent);
- }
- } catch (e) {}
- // Map ratings to appropriate depths
- if (playerRating < 800) return Math.floor(Math.random() * 3) + 1; // 1-3
- if (playerRating < 1200) return Math.floor(Math.random() * 3) + 3; // 3-5
- if (playerRating < 1600) return Math.floor(Math.random() * 3) + 5; // 5-7
- if (playerRating < 2000) return Math.floor(Math.random() * 3) + 7; // 7-9
- if (playerRating < 2400) return Math.floor(Math.random() * 4) + 9; // 9-12
- return Math.floor(Math.random() * 5) + 12; // 12-16
- }
- function getBezierPoint(t, p0, p1, p2, p3) {
- const cX = 3 * (p1.x - p0.x);
- const bX = 3 * (p2.x - p1.x) - cX;
- const aX = p3.x - p0.x - cX - bX;
- const cY = 3 * (p1.y - p0.y);
- const bY = 3 * (p2.y - p1.y) - cY;
- const aY = p3.y - p0.y - cY - bY;
- const x = (aX * Math.pow(t, 3)) + (bX * Math.pow(t, 2)) + (cX * t) + p0.x;
- const y = (aY * Math.pow(t, 3)) + (bY * Math.pow(t, 2)) + (cY * t) + p0.y;
- return { x, y };
- }
- function executeMouseMovement(points, index, delay, callback) {
- if (index >= points.length) {
- if (callback) callback();
- return;
- }
- // Simulate mouse movement
- const point = points[index];
- // In a real implementation, you would trigger actual mouse events
- // For our purposes, we'll just move to the next point
- setTimeout(() => {
- executeMouseMovement(points, index + 1, delay, callback);
- }, delay);
- }
- function getSquarePosition(square) {
- // Convert chess notation (e.g., "e4") to screen coordinates
- // This is a simplified version - in reality, you'd need to get actual board coordinates
- const file = square.charCodeAt(0) - 'a'.charCodeAt(0);
- const rank = parseInt(square.charAt(1)) - 1;
- // Get board dimensions
- const boardRect = board.getBoundingClientRect();
- const squareSize = boardRect.width / 8;
- // Calculate center of the square
- const x = boardRect.left + (file + 0.5) * squareSize;
- const y = boardRect.top + (7 - rank + 0.5) * squareSize;
- return { x, y };
- }